New Beta Version - 1-11 (1/11)

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Not excited about any of the new changes, and don’t see the need for them. Most of them I’m neutral about, with a few strongly negative, and nothing stands out as a major positive change.

I don’t mind religious beliefs getting tweaked, but I didn’t see any major concerns about where they were before.

I strongly disapprove of the unit changes. Archers going to range 1 is terrible. Swordsmen are already quite strong, and don’t need a buff.

I’m not convinced about the new tribute system. It could turn out to be an improvement, but it looks rather more complicated than the old one, which is a red flag for me. I’d much rather be simplifying things and getting rid of unneeded mechanics than adding more complexity.

All in all, I’m really dubious about these changes. I love VP, but there seem to be a lot of change for change’s sake recently.
 
Not excited about any of the new changes, and don’t see the need for them. Most of them I’m neutral about, with a few strongly negative, and nothing stands out as a major positive change.

I don’t mind religious beliefs getting tweaked, but I didn’t see any major concerns about where they were before.

I strongly disapprove of the unit changes. Archers going to range 1 is terrible. Swordsmen are already quite strong, and don’t need a buff.

I’m not convinced about the new tribute system. It could turn out to be an improvement, but it looks rather more complicated than the old one, which is a red flag for me. I’d much rather be simplifying things and getting rid of unneeded mechanics than adding more complexity.

All in all, I’m really dubious about these changes. I love VP, but there seem to be a lot of change for change’s sake recently.

Some things, like bullying, have been on my list for a long time. Most revolve around making the game more level for AI competitiveness.

G
 
First off, thanks for the work, G! Lots of great changes.

+ I'll skip things I fully agree with to focus on the neutral/negative (hence the thanks above to balance it out!).

= The 1-range Archer is worth a try for 1 or 2 betas I think. If the feedback is overwhelmingly negative I'm sure it'll get changed back.

= New chopping tech placement to be tested as well!

= Was Rationalism boosted because of Bite's comparison with Imperialism? I hope not - it was quite a specific situation.
But the small Imperialism nerf is likely deserved.


- Enhancers: I think the feedback was misinterpreted.
Iconography is likely stronger in this new version, since we get GPP AND easier spread/reformation.
Dioceses on the other end is probably overnerfed.

- I like the "fixed units granted" version of Terracotta (CrazyG's proposal) better than the current/new one, which is very bland.
I would assume that that version is fairly AI-friendly?

- Pantheons:
I don't think Festivals needed to become stronger. What about dropping the gold by 1 to compensate?
Won't Stars and Sky be much better than Desert Gods now? There tend to be more resources on tundra than in the desert, and it grants culture.

- The Swordman does indeed seem overbuffed.

- Were the other buffs to City attack rebalanced as well (e.g. God of War, Tradition)?
 
Looking forward to playing with the new changes and seeing how it feels. Any ETA? Always a struggle when deciding if I should start a new game now or wait for a new beta...
It says right in his post, "hoping for release some time this week"...
 
Religion
Gameplay
Bullying - reworked system so that method is on a % scale, with anything above 0% allowing tribute which is x%, where x is your bullying value (so if your bully score is 26%, and CS has 100 gold as max bully value, you'll get 26 gold)
Reworked mechanics under bullying to be more clear, and more focused on global power and empire proximity
Should see more bullying in the game, but for less yields each time, so it'll be much less swingy
City Damage - now clear UI indicators for city CS/RCS, which are separate. Garrisons no longer affect a city's RCS, only it's CS. Also rebalanced defense from buildings etc. so that cities, overall, are tankier but do less damage to units

--- Sounds interesting and looking forward to see the changes.

Customs House - gets resource bonuses from Grocer, loses tourism bonus

--- Only shifting Grocery luxuries one tech earlier is a bit inconsequent, cause there are still luxuries on the bank, which is on the same tech tier than the grocery. In my eyes, it would be better to shift the luxuries from the bank to the Customs House and the Grocery luxuries to the garden. Garden luxuries (citrus+cacao) goes to caravansery and the forest luxuries (truffles+furs) from the caravansery are split to arena and market.

Terracotta - bumped construction speed to 25%, bumped culture on kills to +20 (was +10)
--- This is in my eyes silly. That wonder would give more culture for killing units than the authority opener, adds as much military supply a tall empire could increase with barracks and has the same improvement modifier than progress. Thats insane. People are whining cause they cant abuse anymore a completly AI unfriendly wonder and want the new wonder as powerful as the previous one, thats it.

Civs
England
White Tower- reduced spy effectiveness bonus to 10%, reduced instant yields (halved), reduced CS
SOTL - loses Logistics, gains Breacher promotion for free - CS/RCS improved to compensate
Mongolia
Heavy Tribute surrender mechanic gone - now gains +100% tribute yields when tributing, and ignored PtP/alliance/other friends when calculating bully potential
--- The Mongolia change is great, the former UA was in my eyes to often causing trouble and imbalance. But I have no clue, how this White Tower change will end the silly tech stealing massacre in ancient/classical England is able to. You can steal in the first 100 turns more techs than Ethiopia is ever be able to gain by its UA in the whole game.

Celts
Bran - reduced to 25% RCS (was 50%)
--- There was an own, big discussion and a lot of good comparisons were made, showing the flaws of several celtic pantheons and I wonder how it ended like this?

Policies
Imperialism
Martial Law - puppet yield reduction now 20% (to 60%) - was 50%
Exploitation - reduced science on tiles to +1 (was +2)
--- Thanks, that sciene overflow from ocean tiles was really too much. But now ocean tiles gain only 2 yields and this could be a bit low, maybe compensate the loss a bit? Maybe +1:c5production:1:c5science:1:c5gold:?

Rationalism
Scaler science now +2% (was +1%)
Rights of Man - Village gold now +2 (Was +1)
--- It was already said. Villages and jungles are weak, and you didnt balance them, if you place buffs to them in only one policy tree.

Promotions
Drill - now +15% CS (was 10%)
Cover - now +33% (was 25%)
--- Or you simply could have decreased the ranged promotions strength..... than making early swordsman already heavy tanks vs archers....

Units
Archers/Slingers - now range:1
RCS of Slinger now 9 (was 8)
Reduced RCS of all non-mounted, non-siege ranged units (except archers) slightly
Warrior CS now 8, Pathfinder CS now 6
Swordsman CS now 17, Longswordsman now 22, Landsknecht now 19
--- Iam not as much in the warfare corner as others, like pineappledan, but I think hes right, this is an overreaction. Not only ranged units gets nerfed, but also melee units buffed AND better protected vs ranged attacks. I think simply nerfing the ranged units would have done the job. Also, I didnt have seen any big support to the 1 range archer thing....

Religion
Pantheon
Fertility - now +2 food/faith (was +2/+1)
Open Sky - added +1 faith to 2 Plains/Grasslands
Wisdom - now +1s per 10 followers (was 4)
Festivals - added +1f to palace
Ancestor Worship - added +1f to council, removed specialist stuff
Goddess of Beauty - reduced GA/GE to +2 (was +3)
Stars and Sky - removed improvement requirement and food
Earth Mother, +1g becomes +1c
--- God of Fertility still gets punished, if you settle your cities on rivers (while this were usually the places which were most fertile). A simple "+1:c5food:1:c5faith: for cities on rivers" and a little nerf to the growth aspect to compensate, and it would be solved.
Open Sky was fine, I think this goes too far. And a bump from 4 to 10 science for one faith is far too much. And wouldnt need God of Commerce a nerf too? Stars and Sky was absolutly fine as it was. No need for any change.

Founder
Bumped city scaling cap on all beliefs except COE to 30 (was 20), follower scaling cap to 300 (was 250)
Council of Elders - now 20 yield from conversion (was 40, typo in text said 60), capped at 20
---- Councils maybe was overperforming, but.... again..... why not nerf CoE and its ok. Buffing the city/follower based founders nerfs Divine Inheritance too, and it isnt already that great founder.

Enhancers
Universalism - now called 'Abode of Peace' - removed Missionary Erosion, added minimum CS influence of 30 and CS rewards +20%
Iconography - added Missionary erosion, removed +15% GP during GA
Diocese - renamed 'Sacred Calendar' - removed +10c/f in capital/holy city; now +15% GP during GA,
--- This is far from anything which was discussed in the thread, and makes absolutly no sense to me.

Techs
Reduced late game tech costs a bit
Forest Chopping now on Mining
Chop % bonus to production now on Bronze/Iron working (50% at each tech)
chop will not provide production unless you have these techs
--- Ive written that already but I have to say it again. This makes absolutly no sense. We were aiming to help starts with plantation luxuries in forests. Now, everyone who starts near plantation luxuries in jungle is greatly nerfed. Any player which starts with quarries or mines locked behind forests, is nerfed (former needed tech bronze working only gives half the yields). But all other civs start like they are. Better solutions were proposed, this is one of the worst.
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I'm willing to wait and see on a lot of this, but the one thing I must say is that Iconography was overpowered before and it is probably even more overpowered now. Spread Erosion is really good, and in many ways less of a specific hassle than tying part of the belief to golden ages.
 
Finished updating my WIP changelog, added my additional changes and removed changes that were not actually in the current WIP version. My own notes were not 100% up to sync with the patch notes. Fixed now.

Code:
Changelog
    Major performance improvements
    Tactical revisions and improvements
    Bugfixes for many github issues
    Improved AI build selection, especially when at war
    Diplo AI improvements
    
Religion
    Gameplay
        Bullying - reworked system so that method is on a % scale, with anything above 0% allowing tribute which is x%, where x is your bullying value (so if your bully score is 26%, and CS has 100 gold as max bully value, you'll get 26 gold)
            Reworked mechanics under bullying to be more clear, and more focused on global power and empire proximity
            Should see more bullying in the game, but for less yields each time, so it'll be much less swingy
    Buildings
        Lighthouse - +1 supply
        Harbor - +2 supply (removed +10% from pop)
        Seaport - now +20% from pop for supply (was +10%)
        Customs House - gets resource bonuses from Grocer, loses tourism bonus
        Zoo - gains tourism bonus from trade routes from Customs House
        Defense
            Defense and HP from defensive buildings overhauled
                Less defense total, more HP total
                Reduced RCS bonus for cities from Castle, Arsenal
    Wonders
        Terracotta - bumped construction speed to 25%, bumped culture on kills to +20 (was +10)
        Red Fort - reduced CS city % bonus to 10%
    Civs
        England
            White Tower- reduced spy effectiveness bonus to 10%, reduced instant yields (halved), reduced CS
            SOTL - loses Logistics, gains Breacher promotion for free - CS/RCS improved to compensate
        Mongolia
            Heavy Tribute surrender mechanic gone - now gains +100% tribute yields when tributing, and ignored PtP/alliance/other friends when calculating bully potential
        Spain
            UA - food is back, bby
        Zulu
            UA - removed % bonus to tribute yields
        Celts
            Epona - reduced yields to 8 (was 10)
            Nuada - boosted city connection gold by 1
            Cernunnos - added +1 f to unimproved jungles and forests
            Lugh- reduced to +2 from specialist (was +3)
            Ogma, bumped scaler to 1:4 (was 1:3)
            Bran - reduced to 25% RCS (was 50%), added +1 happy per city, boosted birth culture to 10 (was 8)
    Policies
        Imperialism
            Martial Law - puppet yield reduction now 20% (to 60%) - was 50%
            Exploitation - reduced science on tiles to +1 (was +2)
        Autocracy
            Tribute - mechanic changed- you now get 25% of tributed yield as culture when you bully (instead of flat amount) - doubles on finisher
        Fealty
            Defense scaler now +1 (was +3)
        Rationalism
            Scaler science now +2% (was +1%)
            Rights of Man - Village gold now +2 (Was +1)
        Statecraft
            Trade Confederacy - now caps at 5 CS (was formerly uncapped)
    Ideologies
        Autocracy
            Total War - 25% easier to bully (was 50%)
            Tyranny - CS influence changes now 10% (was 25%)
    Tourism
        GWs returned to 3/3 value
    Espionage
        Spying on civs without spies themselves is slowed by about 25%.
    Units
        Archers/Slingers - now range:1
            RCS of Slinger now 9 (was 8)
        Reduced RCS of all non-mounted, non-siege ranged units (except archers) slightly
        Warrior CS now 8, Pathfinder CS now 6
        Swordsman CS now 17, Longswordsman now 22, Landsknecht now 19
        Spearmen/Pikemen start with Formation I
            Bumped CS of UU versions of spearmen slightly
            Fixed typo in UU promo for Hoplite
        Air Units
            When you Air Sweep with a unit and encounter no resistance, the unit will damage all air units within 1 ring of the swept tile for 1/10th of its strength (+ air sweep damage modifiers)
    Quests
        Removed global XP from bully quest
    Religion
        Pantheon
            Fertility - now +2 food/faith (was +2/+1)
            Open Sky - added +1 faith to 2 Plains/Grasslands
            Wisdom - now +1s per 10 followers (was 4)
            Festivals - added +1f to palace
            Ancestor Worship - added +1f to council, removed specialist stuff
            Goddess of Beauty - reduced GA/GE to +2 (was +3)
            Stars and Sky - removed improvement requirement and food
            Earth Mother, +1g becomes +1c
        Founder
            Bumped city scaling cap on all beliefs except COE to 30 (was 20), follower scaling cap to 300 (was 250)
            Council of Elders - now 20 yield from conversion (was 40, typo in text said 60), capped at 20
            
        Enhancers
            Universalism - now called 'Abode of Peace' - removed Missionary Erosion, added minimum CS influence of 30 and CS rewards +20%
            Iconography - added 25% Missionary erosion, removed +15% GP during GA, removed -1 policy cost for wonders - renamed Symbolism
            Diocese - renamed 'Sacred Calendar' - removed +10c/f in capital/holy city; now +15% GP during GA,
            Prophecy - added -1 policy cost for wonders
        Follower
            Inspiration - renamed 'Creativity'
        Reformation
            Jesuit - renamed 'Divine Teachings'
            Knowledge Through Devotion - now 'Inspired Works'
    Techs
        Reduced late game tech costs a bit
        Forest Chopping now on Mining
        Chop % bonus to production now on Bronze/Iron working (50% at each tech)
            chop will not provide production unless you have these techs
    Resources
        Silk
            Gold from improvement now +3 (was +2)
 
Finished updating my WIP changelog, added my additional changes and removed changes that were not actually in the current WIP version. My own notes were not 100% up to sync with the patch notes. Fixed now.

Code:
Changelog

        Air Units
            When you Air Sweep with a unit and encounter no resistance, the unit will damage all air units within 1 ring of the swept tile for 1/10th of its strength (+ air sweep damage modifiers)
--This is a neat idea! So effectively if I air sweep a city with no interceptions (the way I understand it), a fighter with a few air sweep promotions will do about 8 damage to all of the air units in the city. I think the mechanic is cool and makes a lot of sense, my immediate feeling is that the damage is too low, but certainly worth a test drive.
            Iconography - added 25% Missionary erosion, removed +15% GP during GA, removed -1 policy cost for wonders - renamed Symbolism
--I still think that thematically this policy doesn't make sense. We are giving them missionary erosion on a belief that doesn't reward me for spreading.
            Prophecy - added -1 policy cost for wonders
--This one is interesting, looks to make prophecy pretty solidly strong.
 
Mostly good changes, though I'm not sure I'll be building Archers anymore and I would have preferred a Cover promo boost (e.g. +33%) rather than a CS boost for Swordsmen and I'm sad that Mongolia loses a part of its flavor.

Also, weren't people complaining that particularly early City damage was too high and not late game City damage? IIUC, with the RCS boost reduction from Castles and Arsenals the damage in mid-game will be lower, yes, but it might be too low in late game now, no?

Does Promo Tree need an update now that Archers have 1 range?
 
OK, so it looks like some of the issues brought up have been at least somewhat adressed in this changelog. More changes to the Celtic pantheons, buffs for spears and spear-related UUs. What are people's thoughts on those? Great works go back to +3/+3 which is lovely!

Thanks very much for communicating with us G. I know it's probably frustrating at times, but it means a lot.

My main gripes are still range 1 archers and jungle chop being weak. I am still keen to play this version though, given the other changes.
 
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Glad cover is back to 25%. Cover is already so good that I build most of my melee army during classical (swordsmen) as they get it for free and retain it when upgrading.
 
Is there any place where I can find 12-1 or 12-20 version? Link in threads goes to newest one.
Thanks.
 
Curious about what the major performance updates are. It sounds exciting but I'm curious what kind of slowdowns will benefit most.

I don't have a strong opinion on most of these changes except for the archers. One of the worst parts of my first vanilla civ game was upgrading my crossbows to gatling guns and realizing that I now only had 1 range on them, and I usually never used Gatlings. Personally I suspect that instead of building archers I'll either be waiting for CBows or putting my production towards chariot archers.
 
Mostly good changes, though I'm not sure I'll be building Archers anymore and I would have preferred a Cover promo boost (e.g. +33%) rather than a CS boost for Swordsmen and I'm sad that Mongolia loses a part of its flavor.

Also, weren't people complaining that particularly early City damage was too high and not late game City damage? IIUC, with the RCS boost reduction from Castles and Arsenals the damage in mid-game will be lower, yes, but it might be too low in late game now, no?

Does Promo Tree need an update now that Archers have 1 range?

does it use range as the definition? I thought it used IsMounted
 
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